therubyracer/ext/v8/object.cc

284 lines
9.9 KiB
C++

#include "rr.h"
namespace rr {
void Object::Init() {
ClassBuilder("Object", "Value").
defineSingletonMethod("New", &New).
defineMethod("Set", &Set).
defineMethod("ForceSet", &ForceSet).
defineMethod("Get", &Get).
defineMethod("GetPropertyAttributes", &GetPropertyAttributes).
defineMethod("Has", &Has).
defineMethod("Delete", &Delete).
defineMethod("ForceDelete", &ForceDelete).
defineMethod("SetAccessor", &SetAccessor).
store(&Class);
ClassBuilder("PropertyAttribute").
defineEnumConst("None", v8::None).
defineEnumConst("ReadOnly", v8::ReadOnly).
defineEnumConst("DontEnum", v8::DontEnum).
defineEnumConst("DontDelete", v8::DontDelete);
ClassBuilder("AccessControl").
defineEnumConst("DEFAULT", v8::DEFAULT).
defineEnumConst("ALL_CAN_READ", v8::ALL_CAN_READ).
defineEnumConst("ALL_CAN_WRITE", v8::ALL_CAN_WRITE).
defineEnumConst("PROHIBITS_OVERWRITING", v8::PROHIBITS_OVERWRITING);
}
VALUE Object::New(VALUE self) {
return Object(v8::Object::New());
}
//TODO: Allow setting of property attributes
VALUE Object::Set(VALUE self, VALUE key, VALUE value) {
if (rb_obj_is_kind_of(key, rb_cNumeric)) {
return Convert(Object(self)->Set(NUM2UINT(key), Value(value)));
} else {
return Convert(Object(self)->Set((v8::Handle<v8::Value>)Value(key), Value(value)));
}
}
VALUE Object::ForceSet(VALUE self, VALUE key, VALUE value) {
return Convert(Object(self)->ForceSet(Value(key), Value(value)));
}
VALUE Object::Get(VALUE self, VALUE key) {
if (rb_obj_is_kind_of(key, rb_cNumeric)) {
return Convert(Object(self)->Get(NUM2UINT(key)));
} else {
return Convert(Object(self)->Get((v8::Handle<v8::Value>)Value(key)));
}
}
VALUE Object::GetPropertyAttributes(VALUE self, VALUE key) {
return Convert(Object(self)->GetPropertyAttributes(Value(key)));
}
VALUE Object::Has(VALUE self, VALUE key) {
Object obj(self);
if (rb_obj_is_kind_of(key, rb_cNumeric)) {
return Convert(obj->Has((uint32_t)NUM2UINT(key)));
} else {
return Convert(obj->Has((v8::Handle<v8::String>)String(key)));
}
}
VALUE Object::Delete(VALUE self, VALUE key) {
Object obj(self);
if (rb_obj_is_kind_of(key, rb_cNumeric)) {
return Convert(obj->Delete((uint32_t)NUM2UINT(key)));
} else {
return Convert(obj->Delete((v8::Handle<v8::String>)String(key)));
}
}
VALUE Object::ForceDelete(VALUE self, VALUE key) {
return Convert(Object(self)->ForceDelete(Value(key)));
}
VALUE Object::SetAccessor(int argc, VALUE* argv, VALUE self) {
VALUE name; VALUE get; VALUE set; VALUE data; VALUE settings; VALUE attribs;
rb_scan_args(argc, argv, "24", &name, &get, &set, &data, &settings, &attribs);
AccessControl ac = v8::DEFAULT;
PropertyAttribute attrs = v8::None;
if (RTEST(settings)) {
ac = AccessControl(settings);
}
if (RTEST(attribs)) {
attrs = PropertyAttribute(attribs);
}
Accessor::Info accessor(get, set, data);
return Convert(Object(self)->SetAccessor(String(name), accessor.Getter(), accessor.Setter(), accessor, ac, attrs));
}
//
// /**
// * Returns an array containing the names of the enumerable properties
// * of this object, including properties from prototype objects. The
// * array returned by this method contains the same values as would
// * be enumerated by a for-in statement over this object.
// */
// V8EXPORT Local<Array> GetPropertyNames();
//
// /**
// * This function has the same functionality as GetPropertyNames but
// * the returned array doesn't contain the names of properties from
// * prototype objects.
// */
// V8EXPORT Local<Array> GetOwnPropertyNames();
//
// /**
// * Get the prototype object. This does not skip objects marked to
// * be skipped by __proto__ and it does not consult the security
// * handler.
// */
// V8EXPORT Local<Value> GetPrototype();
//
// /**
// * Set the prototype object. This does not skip objects marked to
// * be skipped by __proto__ and it does not consult the security
// * handler.
// */
// V8EXPORT bool SetPrototype(Handle<Value> prototype);
//
// /**
// * Finds an instance of the given function template in the prototype
// * chain.
// */
// V8EXPORT Local<Object> FindInstanceInPrototypeChain(
// Handle<FunctionTemplate> tmpl);
//
// /**
// * Call builtin Object.prototype.toString on this object.
// * This is different from Value::ToString() that may call
// * user-defined toString function. This one does not.
// */
// V8EXPORT Local<String> ObjectProtoToString();
//
// /**
// * Returns the name of the function invoked as a constructor for this object.
// */
// V8EXPORT Local<String> GetConstructorName();
//
// /** Gets the number of internal fields for this Object. */
// V8EXPORT int InternalFieldCount();
// /** Gets the value in an internal field. */
// inline Local<Value> GetInternalField(int index);
// /** Sets the value in an internal field. */
// V8EXPORT void SetInternalField(int index, Handle<Value> value);
//
// /** Gets a native pointer from an internal field. */
// inline void* GetPointerFromInternalField(int index);
//
// /** Sets a native pointer in an internal field. */
// V8EXPORT void SetPointerInInternalField(int index, void* value);
//
// // Testers for local properties.
// V8EXPORT bool HasOwnProperty(Handle<String> key);
// V8EXPORT bool HasRealNamedProperty(Handle<String> key);
// V8EXPORT bool HasRealIndexedProperty(uint32_t index);
// V8EXPORT bool HasRealNamedCallbackProperty(Handle<String> key);
//
// /**
// * If result.IsEmpty() no real property was located in the prototype chain.
// * This means interceptors in the prototype chain are not called.
// */
// V8EXPORT Local<Value> GetRealNamedPropertyInPrototypeChain(
// Handle<String> key);
//
// /**
// * If result.IsEmpty() no real property was located on the object or
// * in the prototype chain.
// * This means interceptors in the prototype chain are not called.
// */
// V8EXPORT Local<Value> GetRealNamedProperty(Handle<String> key);
//
// /** Tests for a named lookup interceptor.*/
// V8EXPORT bool HasNamedLookupInterceptor();
//
// /** Tests for an index lookup interceptor.*/
// V8EXPORT bool HasIndexedLookupInterceptor();
//
// /**
// * Turns on access check on the object if the object is an instance of
// * a template that has access check callbacks. If an object has no
// * access check info, the object cannot be accessed by anyone.
// */
// V8EXPORT void TurnOnAccessCheck();
//
// /**
// * Returns the identity hash for this object. The current implementation
// * uses a hidden property on the object to store the identity hash.
// *
// * The return value will never be 0. Also, it is not guaranteed to be
// * unique.
// */
// V8EXPORT int GetIdentityHash();
//
// /**
// * Access hidden properties on JavaScript objects. These properties are
// * hidden from the executing JavaScript and only accessible through the V8
// * C++ API. Hidden properties introduced by V8 internally (for example the
// * identity hash) are prefixed with "v8::".
// */
// V8EXPORT bool SetHiddenValue(Handle<String> key, Handle<Value> value);
// V8EXPORT Local<Value> GetHiddenValue(Handle<String> key);
// V8EXPORT bool DeleteHiddenValue(Handle<String> key);
//
// /**
// * Returns true if this is an instance of an api function (one
// * created from a function created from a function template) and has
// * been modified since it was created. Note that this method is
// * conservative and may return true for objects that haven't actually
// * been modified.
// */
// V8EXPORT bool IsDirty();
//
// /**
// * Clone this object with a fast but shallow copy. Values will point
// * to the same values as the original object.
// */
// V8EXPORT Local<Object> Clone();
//
// /**
// * Returns the context in which the object was created.
// */
// V8EXPORT Local<Context> CreationContext();
//
// /**
// * Set the backing store of the indexed properties to be managed by the
// * embedding layer. Access to the indexed properties will follow the rules
// * spelled out in CanvasPixelArray.
// * Note: The embedding program still owns the data and needs to ensure that
// * the backing store is preserved while V8 has a reference.
// */
// V8EXPORT void SetIndexedPropertiesToPixelData(uint8_t* data, int length);
// V8EXPORT bool HasIndexedPropertiesInPixelData();
// V8EXPORT uint8_t* GetIndexedPropertiesPixelData();
// V8EXPORT int GetIndexedPropertiesPixelDataLength();
//
// /**
// * Set the backing store of the indexed properties to be managed by the
// * embedding layer. Access to the indexed properties will follow the rules
// * spelled out for the CanvasArray subtypes in the WebGL specification.
// * Note: The embedding program still owns the data and needs to ensure that
// * the backing store is preserved while V8 has a reference.
// */
// V8EXPORT void SetIndexedPropertiesToExternalArrayData(
// void* data,
// ExternalArrayType array_type,
// int number_of_elements);
// V8EXPORT bool HasIndexedPropertiesInExternalArrayData();
// V8EXPORT void* GetIndexedPropertiesExternalArrayData();
// V8EXPORT ExternalArrayType GetIndexedPropertiesExternalArrayDataType();
// V8EXPORT int GetIndexedPropertiesExternalArrayDataLength();
//
// /**
// * Checks whether a callback is set by the
// * ObjectTemplate::SetCallAsFunctionHandler method.
// * When an Object is callable this method returns true.
// */
// V8EXPORT bool IsCallable();
//
// /**
// * Call an Object as a function if a callback is set by the
// * ObjectTemplate::SetCallAsFunctionHandler method.
// */
// V8EXPORT Local<Value> CallAsFunction(Handle<Object> recv,
// int argc,
// Handle<Value> argv[]);
//
// /**
// * Call an Object as a constructor if a callback is set by the
// * ObjectTemplate::SetCallAsFunctionHandler method.
// * Note: This method behaves like the Function::NewInstance method.
// */
// V8EXPORT Local<Value> CallAsConstructor(int argc,
// Handle<Value> argv[]);
}